Correct spelling mistakes.
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105 changed files with 212 additions and 212 deletions
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@ -329,7 +329,7 @@ int BotGetItemLongTermGoal(bot_state_t *bs, int tfl, bot_goal_t *goal) {
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==================
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BotGetLongTermGoal
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we could also create a seperate AI node for every long term goal type
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we could also create a separate AI node for every long term goal type
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however this saves us a lot of code
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==================
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*/
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@ -2759,7 +2759,7 @@ bot_moveresult_t BotAttackMove(bot_state_t *bs, int tfl) {
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bs->flags ^= BFL_STRAFERIGHT;
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bs->attackstrafe_time = 0;
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}
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//bot couldn't do any usefull movement
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//bot couldn't do any useful movement
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// bs->attackchase_time = AAS_Time() + 6;
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return moveresult;
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}
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@ -4862,7 +4862,7 @@ void BotCheckEvents(bot_state_t *bs, entityState_t *state) {
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else*/
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#ifdef MISSIONPACK
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if (!strcmp(buf, "sound/items/kamikazerespawn.wav" )) {
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//the kamikaze respawned so dont avoid it
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//the kamikaze respawned so don't avoid it
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BotDontAvoid(bs, "Kamikaze");
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}
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else
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@ -136,7 +136,7 @@ int BotPopFromActivateGoalStack(bot_state_t *bs);
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void BotClearActivateGoalStack(bot_state_t *bs);
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//returns the team the bot is in
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int BotTeam(bot_state_t *bs);
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//retuns the opposite team of the bot
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//returns the opposite team of the bot
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int BotOppositeTeam(bot_state_t *bs);
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//returns the flag the bot is carrying (CTFFLAG_?)
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int BotCTFCarryingFlag(bot_state_t *bs);
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@ -1260,7 +1260,7 @@ int BotAISetupClient(int client, struct bot_settings_s *settings, qboolean resta
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if (restart) {
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BotReadSessionData(bs);
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}
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//bot has been setup succesfully
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//bot has been setup successfully
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return qtrue;
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}
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@ -1016,7 +1016,7 @@ void Bot1FCTFOrders_FlagAtCenter(bot_state_t *bs) {
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}
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}
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}
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else { //agressive
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else { //aggressive
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//different orders based on the number of team mates
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switch(numteammates) {
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case 1: break;
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@ -1202,7 +1202,7 @@ void Bot1FCTFOrders_TeamHasFlag(bot_state_t *bs) {
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}
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}
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}
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else { //agressive
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else { //aggressive
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//different orders based on the number of team mates
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switch(numteammates) {
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case 1: break;
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@ -1366,7 +1366,7 @@ void Bot1FCTFOrders_EnemyHasFlag(bot_state_t *bs) {
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}
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}
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}
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else { //agressive
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else { //aggressive
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//different orders based on the number of team mates
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switch(numteammates) {
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case 1: break;
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@ -1513,7 +1513,7 @@ void Bot1FCTFOrders_EnemyDroppedFlag(bot_state_t *bs) {
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}
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}
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}
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else { //agressive
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else { //aggressive
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//different orders based on the number of team mates
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switch(numteammates) {
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case 1: break;
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@ -1376,7 +1376,7 @@ double fabs( double x ) {
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* probably requires libm on most operating systems. Don't yet
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* support the exponent (e,E) and sigfig (g,G). Also, fmtint()
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* was pretty badly broken, it just wasn't being exercised in ways
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* which showed it, so that's been fixed. Also, formated the code
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* which showed it, so that's been fixed. Also, formatted the code
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* to mutt conventions, and removed dead code left over from the
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* original. Also, there is now a builtin-test, just compile with:
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* gcc -DTEST_SNPRINTF -o snprintf snprintf.c -lm
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@ -899,7 +899,7 @@ static void PM_NoclipMove( void ) {
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================
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PM_FootstepForSurface
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Returns an event number apropriate for the groundsurface
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Returns an event number appropriate for the groundsurface
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================
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*/
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static int PM_FootstepForSurface( void ) {
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@ -1402,7 +1402,7 @@ static void PM_Footsteps( void ) {
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old = pm->ps->bobCycle;
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pm->ps->bobCycle = (int)( old + bobmove * pml.msec ) & 255;
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// if we just crossed a cycle boundary, play an apropriate footstep event
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// if we just crossed a cycle boundary, play an appropriate footstep event
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if ( ( ( old + 64 ) ^ ( pm->ps->bobCycle + 64 ) ) & 128 ) {
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if ( pm->waterlevel == 0 ) {
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// on ground will only play sounds if running
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@ -210,7 +210,7 @@ typedef enum {
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STAT_ARMOR,
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STAT_DEAD_YAW, // look this direction when dead (FIXME: get rid of?)
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STAT_CLIENTS_READY, // bit mask of clients wishing to exit the intermission (FIXME: configstring?)
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STAT_MAX_HEALTH // health / armor limit, changable by handicap
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STAT_MAX_HEALTH // health / armor limit, changeable by handicap
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} statIndex_t;
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@ -69,7 +69,7 @@ void P_DamageFeedback( gentity_t *player ) {
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client->ps.damageYaw = angles[YAW]/360.0 * 256;
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}
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// play an apropriate pain sound
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// play an appropriate pain sound
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if ( (level.time > player->pain_debounce_time) && !(player->flags & FL_GODMODE) ) {
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player->pain_debounce_time = level.time + 700;
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G_AddEvent( player, EV_PAIN, player->health );
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@ -279,7 +279,7 @@ void G_TouchTriggers( gentity_t *ent ) {
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}
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}
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// use seperate code for determining if an item is picked up
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// use separate code for determining if an item is picked up
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// so you don't have to actually contact its bounding box
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if ( hit->s.eType == ET_ITEM ) {
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if ( !BG_PlayerTouchesItem( &ent->client->ps, &hit->s, level.time ) ) {
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@ -48,7 +48,7 @@ void SP_info_player_deathmatch( gentity_t *ent ) {
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}
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/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
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equivelant to info_player_deathmatch
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equivalent to info_player_deathmatch
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*/
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void SP_info_player_start(gentity_t *ent) {
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ent->classname = "info_player_deathmatch";
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@ -377,7 +377,7 @@ void InitBodyQue (void) {
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=============
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BodySink
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After sitting around for five seconds, fall into the ground and dissapear
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After sitting around for five seconds, fall into the ground and disappear
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=============
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*/
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void BodySink( gentity_t *ent ) {
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@ -954,7 +954,7 @@ char *ClientConnect( int clientNum, qboolean firstTime, qboolean isBot ) {
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}
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G_ReadSessionData( client );
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// get and distribute relevent paramters
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// get and distribute relevant parameters
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G_LogPrintf( "ClientConnect: %i\n", clientNum );
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ClientUserinfoChanged( clientNum );
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@ -639,7 +639,7 @@ void SetTeam( gentity_t *ent, const char *s ) {
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BroadcastTeamChange( client, oldTeam );
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// get and distribute relevent paramters
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// get and distribute relevant parameters
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ClientUserinfoChanged( clientNum );
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// client hasn't spawned yet, they sent an early team command, teampref userinfo, or g_teamAutoJoin is enabled
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@ -921,7 +921,7 @@ void G_Say( gentity_t *ent, gentity_t *target, int mode, const char *chatText )
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G_Printf( "%s%s\n", name, text);
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}
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// send it to all the apropriate clients
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// send it to all the appropriate clients
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for (j = 0; j < level.maxclients; j++) {
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other = &g_entities[j];
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G_SayTo( ent, other, mode, color, name, text );
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@ -1062,7 +1062,7 @@ void G_Voice( gentity_t *ent, gentity_t *target, int mode, const char *id, qbool
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G_Printf( "voice: %s %s\n", ent->client->pers.netname, id);
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}
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// send it to all the apropriate clients
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// send it to all the appropriate clients
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for (j = 0; j < level.maxclients; j++) {
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other = &g_entities[j];
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G_VoiceTo( ent, other, mode, id, voiceonly );
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@ -32,7 +32,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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Respawnable items don't actually go away when picked up, they are
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just made invisible and untouchable. This allows them to ride
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movers and respawn apropriately.
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movers and respawn appropriately.
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*/
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@ -145,7 +145,7 @@ void ProximityMine_Trigger( gentity_t *trigger, gentity_t *other, trace_t *trace
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}
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}
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// ok, now check for ability to damage so we don't get triggered thru walls, closed doors, etc...
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// ok, now check for ability to damage so we don't get triggered through walls, closed doors, etc...
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if( !CanDamage( other, trigger->s.pos.trBase ) ) {
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return;
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}
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@ -180,7 +180,7 @@ qboolean G_TryPushingEntity( gentity_t *check, gentity_t *pusher, vec3_t move, v
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}
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// if it is ok to leave in the old position, do it
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// this is only relevent for riding entities, not pushed
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// this is only relevant for riding entities, not pushed
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// Sliding trapdoors can cause this.
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VectorCopy( (pushed_p-1)->origin, check->s.pos.trBase);
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if ( check->client ) {
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obstacle = NULL;
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// make sure all team slaves can move before commiting
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// make sure all team slaves can move before committing
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// any moves or calling any think functions
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// if the move is blocked, all moved objects will be backed out
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pushed_p = pushed;
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qboolean lightSet, colorSet;
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char *sound;
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// if the "model2" key is set, use a seperate model
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// if the "model2" key is set, use a separate model
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// for drawing, but clip against the brushes
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if ( ent->model2 ) {
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ent->s.modelindex2 = G_ModelIndex( ent->model2 );
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vec3_t move;
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float length;
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// copy the apropriate values
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// copy the appropriate values
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next = ent->nextTrain;
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if ( !next || !next->nextTrain ) {
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return; // just stop
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@ -391,7 +391,7 @@ void G_ParseField( const char *key, const char *value, gentity_t *ent ) {
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G_SpawnGEntityFromSpawnVars
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Spawn an entity and fill in all of the level fields from
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level.spawnVars[], then call the class specfic spawn function
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level.spawnVars[], then call the class specific spawn function
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===================
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*/
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void G_SpawnGEntityFromSpawnVars( void ) {
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@ -102,7 +102,7 @@ void Use_Target_Delay( gentity_t *ent, gentity_t *other, gentity_t *activator )
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}
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void SP_target_delay( gentity_t *ent ) {
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// check delay for backwards compatability
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// check delay for backwards compatibility
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if ( !G_SpawnFloat( "delay", "0", &ent->wait ) ) {
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G_SpawnFloat( "wait", "1", &ent->wait );
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}
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@ -336,7 +336,7 @@ Any entity that touches this will be hurt.
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It does dmg points of damage each server frame
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Targeting the trigger will toggle its on / off state.
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SILENT supresses playing the sound
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SILENT suppresses playing the sound
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SLOW changes the damage rate to once per second
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NO_PROTECTION *nothing* stops the damage
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@ -918,7 +918,7 @@ static void KamikazeRadiusDamage( vec3_t origin, gentity_t *attacker, float dama
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continue;
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}
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// dont hit things we have already hit
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// don't hit things we have already hit
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if( ent->kamikazeTime > level.time ) {
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continue;
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}
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for ( e = 0 ; e < numListedEntities ; e++ ) {
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ent = &g_entities[entityList[ e ]];
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// dont hit things we have already hit
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// don't hit things we have already hit
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if( ent->kamikazeShockTime > level.time ) {
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continue;
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}
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